The chapel was plunged into silence, not the tranquil kind but the awful, anxious, smothering silence of the eye of a passing storm.
My exhausted fury was subsiding and details were returning to my senses. I could hear spent rounds being ejected from weapons and new las-cartridges being slammed into place. The smell of cooked flesh hung in the air. I heard the soft crunch of glass underfoot as the others consolidated. Ripples of muffled gunfire could still be heard from outside, but more distant than before. There was a sniffling noise and the voice repeated itself from behind an overturned pew near the altar.
“Please, don’t shoot! I give up!” A pair of hands probed the air in surrender. Leora had already crossed the chapel and slammed a firm boot into the pew the last House Guard was hiding behind. It slid away, smearing blood from his downed comrade. He was curled into a foetal ball, empty hands above his head. Leora’s sword was already at his neck.
He was young, like the rest of them, and impossibly thin. Tanned skin hung from his bones like worn leather and he bore an aquila tattoo under his left eye. He made the most pitiful noises I’ve ever heard a man make.
I tossed some manacles to Leora and she applied them without question or hesitation, shackling the man’s bony wrists behind his back. He continued his pleas of mercy through hacking coughs and watery sobs.
“I didn’t know what was happening! It wasn’t my idea! I have a wife and children, please! I don’t want to die! I’ll-” he fell quiet, stiffening, convulsing slightly, then falling limp on the floor. I reholstered my humming shock maul. That was quite enough of his whimpering for now. We’ll wake him if we need him.
Leora remained stony-faced, she had spotted something behind me. She knelt down next to a bloodied body, dressed in the robes of a preacher. It was propped up against the altar at the head of the chapel, sat in a pool of its own chestnut blood that had cascaded down the marble risers, viscous enough to have glued the preacher’s robes to the floor. He had been dead for days, weeks maybe. I examined his missing arm, it had been torn from his body by a terrible force, leaving strings of ripped flesh and crushed bone behind. There was no sign of the errant appendage and judging by the pattern of blood, injury and death both occurred here as he bled out on the steps of his altar.
Leora let out a gasp. I looked up from the preacher’s matted habit to see Leora reading through the bloodstained sermon book with one hand over her mouth and disbelief in her eyes. I rose but maintained position; this might have been a trap. She quickly thumbed the pages back and forth, each turn growing her expression of incredulity.
“The sermons… they’re… polluted,” She started, “None of them are outright wrong, and if you sat through one of these sermons the average worshipper wouldn’t notice anything, but…” she trailed off. Mur had silently appeared at the base of the altar, rubbing the preacher’s blood between his fingers.
“He was poisoning his congregation!” Leora finally said, aghast.
“Then we burn it.” Mur spoke. I was taken aback, I don’t think I had heard him say anything up until that point. He gestured around the chapel with his rifle like it was an extension of his fingers. “All of it.”
“No, we can’t. Not yet anyway. This needs to be taken to our superiors, they will know what to do with it.” Leora responded, wrapping the blasphemous tome in a strip of hessian from her backpack.
“It is the only evidence we have uncovered of more than simple civil unrest.” I interjected, part in agreement, part as a reminder of our duties. Whatever did this is unlikely to be amicable to the idea of being captured alive – we would need all the evidence we could find..
Crisis produced a map from one of his many pouches and unfolded it carefully. He examined its contents while scratching his scraggly beard with an absent mind. I imagined this look was the last thing many agri-engines on his homeworld saw before having their recalcitrant machine spirits coaxed back to life. I didn’t think ordinary Tech Adepts grew beards, but I supposed this was no ordinary assignment.
The Rauth Estate was circular, embracing a courtyard in the centre filled with Rauth House Guard and Latirian Special Forces slugging it out over control of the grounds. To the west of the chapel was a large circular room titled ‘the menagerie’. Judging from the map there wasn’t likely to be much cover inside, a poor place to try and flush out heretics from, but an advantageous place to herd them into. To the north was the residence proper, a huge disorderly cluster of rooms, chambers, antechambers, corridors and halls. There could be hundreds of stragglers in there in just as many hiding places. Both connected with each other, so our choice was from which direction to sweep through.
Crisis was muttering something about escape tunnels when the sister strode over and stabbed a gauntleted finger square in the centre of the residences.
“He will be there,” she spoke with a conviction that nobody could challenge, “surrounded by his wealth and sycophants. Whatever other heresies this place is hiding will be present there too.”
“Did someone say wealth?” Proteus looked up from prying the fillings out of the leader’s broken head with a special claw-shaped blade, a strange twinkle in his eyes. We collectively chose to accept this as an agreement and moved swiftly on.
“Agreed,” I said, trying to commit the map to memory, “I will alert the Sergeant over vox and tell him to meet us at the menagerie when he’s finished pacifying the rabble outside. Whatever we flush out of the residences will be trapped between the hammer of the Imperial Guard and the anvil of the Inquisition. We will be the wildfire that purges this estate of its rotten limbs.”
Too much perhaps? I glanced over at the mutilated body of the preacher and his volume of profane sermons. No, whatever this is is the tip of something far greater and far fouler. Our resolve will be tested and our faith will be shaken.
Batten down the hatches, sharpen your boarding axes and say your prayers to the Emperor, the Crimson Wake Reavers have you in their sights…
This project was immense fun. The premise was simple; I need bad guys, and lots of them. From our games of Inquisitor to Dark Heresy to Rogue Trader, even making NPC appearances in the odd game of Necromunda, the Crimson Wake have generously given their lives time and time in the name of being good Bad Guys, and I felt I owed it to the little champs to immortalise them in paint and plastic.
This project is perhaps the first sizeable modelling project I’ve completed that had no parts purchased specifically for the job. I wanted around a dozen members of the void-prowling Chaos pirate group, the Crimson Wake, and I was fortunate late last year to get a few big plastic bags of decade-old tatty models that needed rehoming. The models were in pretty bad nick – outrageous plastic glue accidents, interesting conversion attempts, paint that looks like it was applied with a trowel, the works. The upside was the sheer quantity – if you were to buy those today you would easily be set back around a grand.
I cleaned up all the metal models, flogged them on ebay for some hobby funds, and set about salvaging whatever plastic I could from the mix; Imperial Guardsmen, fantasy beastmen, loads of classic Empire bits, Chaos models that I forgot existed. What could be saved was snipped apart and distributed among my bits boxes, ready for the grand assemblage.
I had eyeballed some parts that would fit together very nicely, and decided I was going to just dive straight in, randomly matching bodies, legs and heads together to make my Chaos Reavers. I only had one goal in mind; to make them as varied as I could to represent many different kinds of baddies that might pop up in campaigns; from bedraggled voidsmen barely showing any signs of Chaos taint that could be hanging around in spaceport bars holding valuable information, all the way up to Chaos pirate captains and bloodthirsty ultra-warriors kitted out in ancient armoured void suits from millennia ago.
Let’s have a little look at some of these goons.
This was one of the first guys I put together and still one of my favourites. He captures that haggard, salty seadog look with a bit of weirdness from the right knee downwards. Given the time, energy and money, I’d make a dozen more like this guy to populate the spaceports and rotgut taverns of the 41st millennium, but he’ll have to do for now.
The shotgun is from Victoria Miniatures, picked up for a massive Necromunda bits part order and I still had a bunch lying around.
This guy was another relatively normal-looking Reaver – I still wanted a few models that could just about pass as non-Chaos worshipping loonies. As I was assembling them, I realised that I was going to need some unifying features to make the motley lot look more like a motley crew than a motley mob, so I devised a rebreather system. Nothing says Space Man like a backpack with tubes on it, right?
Most of the backpacks were made from classic plastic Space Marine backpacks with some of the nozzles chopped off, and the rebreather mouthpieces were made from cut-down space marine heads, leaving just the front part of the mask. The head is from the Trench Irregular set from Anvil Industries. I rolled out some sausages of green stuff for the tubes, let them set for about 20 minutes, then rolled them across some corrugated plastic to produce the ribbing effect. Leave them for another 10/20 minutes and they were springy enough to keep their ribs, but pliable enough to be bent, cut and glued into shape.
Time to get weird! I started experimenting with plastic Chaos Space Marine parts. I liked the armoured aesthetic, but I didn’t want my Reavers to just look like space marines, I wanted them to have a flavour of their own, so this was my first foray into using just enough CSM parts to add that asymmetric weirdness without being overt.
It was also at this point I realised that the topless Chaos Marauder torsos would work just fine if I shaved the nipples off and painted it to look like armour. Parts for the parts god!
They were going to need some support weapons too, and I played with the idea of a rocket or grenade launcher for a while. The model looked very cool, but I couldn’t justify the use of long ranged anti-tank weaponry on close-quarters fighters. A nice Imperial Guard heavy flamer would fit the bill, and with an excess of weird pipes going into his rebreather and his ammo tank raises questions about what exactly is being fired from that flamer after all…
Moving on to some heavy hitters, this guy was assembled almost entirely out of classic fantasy Chaos warrior parts, with a heavy pistol from Anvil and a Nurgley-looking shoulder pad to complete the look. I really liked the idea that this ancient warrior of a thousand battles still has the best damn boots on the ship.
I was very much hoping at this point that a nice paint job would offset the goofiness of the whole crew, but that’s what Chaos is there for right?
This guy was actually one of my earlier experiments with a rebreather. I nailed the concept of the mouthpiece, but ran into a problem trying to attach the backpack – the shoulder pads I had selected for MAXIMUM 40K were overmaximum and nothing could fit on his back. I had a rummage round for something suitable, I think they are flamer tanks from some infantry kit? By this point I was really enjoying the mismatched void suit aesthetic – classic Chaos Warrior legs and left arm, Chaos Marauder torso and head, Khorne Berzerker right arm and a heavy caliber pistol from Anvil.
The felt I lacked diversity in the work force, and needed some more Definitely Chaos guys, rather than Suspiciously Chaos. I wanted someone who, when they arrived on the board, left no doubt as to their alignment. I had the flaming head from the Empire Flagellants that was kicking around my bits box begging for a body. Legs and torso were easy to assemble, but I wanted something weird and wacky for his armament. A Plaguebearer left arm was suitable gribbly, and there was quite tight competition for the right, eventually settling on the weird tentacle double arm from the plastic Chaos Spawn kit.
It was at this point that I decided I was going to have a Lot Of Fun(tm) painting fire, as I’d never done it before. Oh, my sweet summer child.
I had some Khorne Berzerker legs to hand from the Bag o’ Doom and wanted someone with a bit more momentum than the others I had assembled. Axe nice and high, bolt pistol from Anvil out front in a run ‘n’ gun pose, I really like this one for its simplicity. It was tricky to see the model come together with so many half-painted plastic bits, but I assured myself it would come together after they were sprayed. A horny head from the classic plastic Chaos Space Marines finished the ‘head first charge’ look I was going for.
One more ‘normal’ guy to round things off, as I had many armoured and voidsuited thugs who would not be out of place by the Captain’s side, but I needed another scummy-looking mutant who could skulk around in the underways and maintenance tunnels getting intel. I have a lot of possessed heads picked up over the years, so I was desperate to use a few of them up in this project, especially the weirder ones that would have no chance of being in anything outside of a Chaos group. A plastic Ork body, legs and arms from an ‘easy assemble’ kit suited the hunched mutie look I was going for. I shaved down some of the iconography, added a few pointy shoulder pads and a big double-barrelled shotgun and he was done!
And finally, the magnificent Captain of the group. I had originally never intended to make a leader, so my group would never associate the models with characters too much and make it easier to chop and change them about. Unfortunately, as soon as I put the Chaos Warrior legs with the Chaos Space Marine chainmail torso, I was already sold. The massive Berzerker head I’ve had in my bits box fit too well, and I was already reneging on my pledge to myself for the sake of a cool model. It didn’t matter, it came out far better than I’d hoped – a big bulky silhouette that should make players shudder when it thumps down onto the table top.
All in all I’m very happy with how they came out. I’ve had several games with them since, and they’ve never failed to threaten and entertain. There will be some painted pictures going up over the next few weeks, so keep an eye on us!
A curtain of force rattled the organs in my torso like a half-empty box of lho-sticks. A sulphurous light detonated in the chapel, disorientating even through clenched eyelids. A drizzle of stained glass rain pattered off my flak jacket, shook from its frames high above by the concussive blast. This was as good an opportunity as any.
I was on my feet in an instant, ears still ringing and sun spots dancing across my retinas. The stun grenade from Crisis had found its mark. One of the House Guard was clawing at his eyes. Another was stood still, blood dribbling from his ears. The Sister planted a plate metal boot on his chest and withdrew the massive sword she had sheathed in his gut. He slid from her sword into an unceremonious mess on the chapel floor.
I vaulted the pew, shock maul primed. It sprang to life in my hand, crackling with electric wrath. The servitor was within striking distance, its weapon erratically tracking false positives in the wake of the stun grenade. It didn’t register my presence until maul and head connected.
Lightning arced from the impact and charred skin was scraped from its metal chassis. The explosion of energy burst the visual augmetics in its head like ripe ploinfruit. It staggered briefly but superficially.
I struck again, jabbing the maul hard into its sternum, trying to cook off whatever passes for a heart in this wretched cadaver. Energy surged from the weapon in an awesome display of light and heat, enough to kill a man several times over. The smell of ozone and burning flesh was ineffable.
The power cell in the maul’s handle began to flash, its machine spirit faltering. Emperor’s teeth, how has this not stopped it!? I glanced up from grinding my maul into its chest, expecting a machiavellian sneer or a smug grimace of victory. Nothing. Blackened cheek flesh hung from its jaw with no iota of emotion. It stared through me with a single rheumy eye.
It brushed my hand away with a steel balled fist and sent a piston punch towards my gut. I backed off, holstering my maul and scrambling for my autogun. The servitor lunged forwards, tiles shattering beneath its armoured boot. I tried to raise my rifle in time but I was beaten to the draw by the glare of red-hot muzzle from the servitor’s implanted rifle. Without a second’s hesitation, it fired.
A pitiful click issued from its ammunition hopper. Emperor be praised! The servitor paused, beginning a complex hopper cycle. This blessed reprieve would be its undoing. I shouldered my rifle with practised ease, sighted its damaged augmetics and poured the Emperor’s fury into its skull.
Nothing was left save some mangled data cables and lumps of withered grey matter bound together by blackened sinew. It spasmed, death throes snapping its limbs to inhuman angles. It toppled backwards, leaving a crescent trail of smoke in the air from its severed neck. It had stopped moving before it hit the chapel floor, a viscous dark fluid pumping out onto the broken tiles and shards of glass.
I paused for breath. By the saints, I hope they don’t have any more of those.
I glanced behind me to assess the situation. The Cell had cleaned up. Crisis and Mur were keeping the last two cowering guards pinned down behind a makeshift barricade of broken pews, with a righteous Sister bearing down on them wailing war hymns. By another miracle, I even saw the bloodied Proteus returned to his feet. His chest was in tatters and his face looked like he’d had a wet shave with a chainsword. I was not sure that it wasn’t an improvement.
He noticed me and flashed a blood-marbled grin. In each hand he jangled a red stained coinpurse, both marked by the House Guard insignia, and he slipped them into his pocket, returning to a crouch to pat down the next body. Emperor preserve us, one must admire his conviction to his purpose at least. Remind me not to die before he does.
A scream from the front of the chapel refocused me. One of the last Guard, some kind of leader judging from his uniform, bore down on me with zeal in his eyes and steel in his hand. I turned the first blow aside with my rifle but he was fast, weaving around my clumsy, tired ripostes. He sent a flurry of slashes to my abdomen, but the blunting and bending of his blade made us simultaneously realise his masters had outfitted him with a sword that was more ceremonial than practical. He looked shocked, but not as much as he was about to be.
Three pips issued from the holster on my belt to tell me that we were fully charged. I made an opening with a sweep of my rifle and let out a primal, exhausted roar. In a ballet of fire and blood, my shock maul was in my hand, thumbed to maximum power and swept upwards into his chin. He exploded off his feet, his jaw shattered and fragments of teeth were propelled from his mouth by tongues of flame. He arced gracefully, landing on his neck with a snap. He lay unmoving, save for the flickering embers where his eyes used to be.
I was panting hard, squinting through someone else’s blood to discern any more threats. The chapel had gone quiet. The soft thumping of gunfire in the courtyard returned. Then, a broken, cowardly voice;
Sulphia Caliver, known simply as ‘Sulph’ to her comrades, is a veteran naval armsman sworn to serve the Yule Dynasty, an ancient and powerful Rogue Trader Household that has close ties with the Inquisition. She has served the Warrant Holder for many years, earning her trust and a place on her personal retinue when House Yule is called to serve the Emperor at the behest of the Inquisition.
She is a brute of a woman, decked out in heavy flak armour and carrying weapons that reflect who she is – vicious, reliable and heavy duty. In the confines of cramped voidship corridors and boarding gangways, you don’t need complex fighting styles or fancy weapons to win the day – simply cold steel and a strong fighting arm.
The model started out life more as a guardsman, a simple kitbash with Sergeant Stone’s legs and Slick Devlan’s body. Back then she was a he, and he was equipped with a standard lasgun and the infamous shouty head of Sergeant Black. He was only bluetacked together, but there was something about the pose of a flak-armoured warrior barreling forwards that really appealed to me. There was a ‘leader’ assembled as well, reaching for a sword and wearing a very fancy bicorn hat, but that will be a MOTB for another time. I liked the momentum of the model, but I never had any motivation to do anything extra to him, and he sat in my Box of Shame for months.
Roll forward to the (relatively) present day, and this lot on ebay comes to my attention. It seems in my brief 54mm hiatus, 3D printing kicked off and suddenly my niche modelling hobby was being bolstered by fresh kits and awesome new weapons. You can get the full Dreadquill run-down of the kit here.
Fawning over the new weapons I was formulating all manner of impossible projects, when I surreptitiously pulled out a few old projects from the Box of Shame and dry-fitted some of the guns. The one that was eventually used is, to my understanding, intended to be a grenade launcher, but one of my friends asked if it was some kind of giant shotgun, and that turned the whole narrative on its head.
Shotcannons are described as much larger variants of a regular shotgun that fire a huge shell (nearly twice the normal size) and can lay waste to large hordes of attackers. They are considered ‘support’ weapons in boarding parties, and I couldn’t think of anything cooler or more appropriate for an Inquisitor character, someone who specialises in brutal boarding actions and carries a gun that can explode a man into a burst of shredded clothing and flesh. What more could a girl want?
With the new angle of ‘naval armsman’ rather than generic guardsman or bodyguard, the project motored ahead. First thing to change was the head, the shouty guardsman head wouldn’t cut it. I had an old open-faced head from the Lucretia Bravus model, one that I’ve never actually used in a model. I didn’t really like the silhouette, it was too sleek and elegant, a far cry from the chunky combat of the 41st millennium. It looked perfect on her though, and I imagined some kind of huge welding-mask-type shutter being propped open that she could slam down when it was Go Time.
The armour was a joy to sculpt. I’ve always been a fan of the Elysian Drop Troopers, and the padded fatigues on their arms and legs was an aesthetic I wanted to replicate. I tried to keep the size of the pads as close to the flak armour on the body to bring the parts of the model together to look a more coherent whole, like it was an actual uniform that had been repaired a number of times rather than a disparate series of armour plates slapped together.
All the accessories were umm’d and ahh’d over for quite some time. She needed at least one melee weapon, and I felt an axe or mace would be suitably savage. No fancy sword fighting nonsense here. I settled on a chaos marauder axe head and shaft, with the handle being replaced from a 40k power sword to give it a bit more of a futuristic feel, rather than wrapped leather.
There was a toss-up between backup weapons too, I felt compelled to try and give her a reload for her shotcannon but a) I couldn’t find a suitable part to represent a whole new drum mag and b) didn’t feel it was in her aesthetic to reload such a bulky weapon. I see her firing off as many rounds as she can before closing with the enemy, hurling the thing like an angry fire extinguisher and getting stuck in with axe and boot. A nice big revolver strapped to her thigh would fit the bill of backup weapon.
The last key element I wanted for her was a fully sealed combat suit. Her attire doesn’t scream ‘space suit’, but I wanted there to be some way of her surviving emergency decompression, low oxygen or chemical warfare. Her gear is primitive but robust, so she would need suitable breathing apparatus reflective of that. The original plan was to have a mouthpiece attached to her chest or breast, like Forest Whittaker’s character in Rogue One, so she could quickly mask up in the event of an emergency.
At this point though, her arms and gun were well attached to her body, and I could find no way of making a suitable mask to hang from that part of her without it looking cluttered and ugly. I had a root around in my bits box and salvaged an Imperial Guard flamer tank, some guitar wire and a heavily shaved-down 40k space marine helmet to form a rebreather. I figured she would unhook it from her belt and clip it into place underneath her boarding mask to form a fully sealed helmet. It won’t help you with any space walks, but it might just help you survive long enough in a pinch.
Then it was just adding gubbins – a few pouches here and there, a grenade on the belt and sculpting in some straps to attach it all together and she was done! The name is from an idea that on her ship of birth, the ship’s macrocannons were independently operated by different family units, each competing to who can have the faster loading solutions and fiercely protective of their family’s cannon. Each family unit would have names derived from ancient Terran warfare; Caliver, Bulletson, Sabot and Saker.
All that’s left is to come up with a colour scheme and mock up some stats for her. A full study will inevitably come along in the future, but my mind went wandering about how best to represent her signature weapon on the Inquisitor battlefield; the naval shotcannon.
Many among the Inquisitor community have adopted MarcoSkoll’s quite excellent Revised Inquisitor Armoury, as although the original rules are robust enough to play with ‘out of the box’, almost two decades of playtesting have brought up a few issues of variety and balance of weapons. Marco took it upon himself to rewrite the entire armoury with the benefit of hindsight, community feedback and oodles of weapon knowledge, so ranged weapons all have a distinctive flavour and punch to them.
Having a browse through, I noticed there was an absence of ‘stupid big shotgun designed to turn men into paté’, so I had a go at improvising rules for on one using the options that were available to me.
Using the stats of a full auto combat shotgun, with the large calibre and drum mag upgrades:
DM, Jam Prone
The special rules below have been factored into the statline above.
Scatter Shot (Common)
“A very standard loading, a standard shot shell fires a small cloud of lead projectiles at the target. They have poor armour defeating capabilities and the projectiles rapidly disperse, but the effect of multiple projectiles impacting in the same instant can be especially effective against un-armoured or lightly armoured targets”.
Range E; D6+1 damage
*Multiple hits (1 hit per Degree of Success up to a maximum of 3 hits, all to the same location)
+1 Damage. Gains Considerable Recoil rule . +5 EncPump Action, Lever Action, Auxiliary and Dual Magazine shotgun magazine sizes reduced by 1. (-1 to both Magazines on the Dual Mag)Semi-Auto, Auto and Bullpup Auto Magazine sizes reduced by 2.
Drum Magazine (DM)
A very easy modification to fit, as it’s a simple magazine swap. Weapons which can take this modification are marked with “DM” under the Notes column.
The weapon’s magazine capacity is doubled, Enc is increased by +5, the Reload stat by +1 and the weapon gains the Jam Prone special rule.
The boy crumpled at the snarl of my autorifle. His sternum had been reduced to mincemeat from a burst of point blank supercavitating rounds. Gunfire erupted around us, as though exploding off the starting blocks to the sound of a race gun. Beyond the collapsing corpse of the boy more House Guard, hungry men in rich-man’s rags, scrambled for weapons or cover.
All except one – a bulky yet emaciated ghoul of man, his right arm cut off at the shoulder and replaced with a vicious bullet-spewing automatic rifle. Metal plating glinted through torn, leathery flesh and half his skull was given over to cybernetic targeting enhancements. My stomach tightened. It was no man but a man-shaped, brainless flesh-vehicle, lumbering forwards on ruthless subroutines to effectuate calculated slaughter: a combat servitor.
I ducked behind a heavy hardwood pew as the graciously haphazard return fire splintered off the lip of the backboard. The boy lay near my feet. His face bore the same disbelief as when we began our exchange. His sidearm holster was still buttoned.
Small arms fire raged across the chapel, the most enthusiastic coming from the slow, implacable advance of the combat servitor. Our cell had worked it’s way into a vaguely defensible position on the east side near the primary entrance and were doling out fury to anyone caught out of cover. Crisis the tech adept and Mur the sharpshooter were picking their targets carefully, keeping those pinned they could not kill. The Sister was stalking between the rows of benches clutching a bastard sword as long as she was. It protruded behind her like the tail of a great predatory lizard. Proteus dropped the nearest House Guard with a blast of his shotgun, but didn’t see the second one stand up behind him.
“Proteus! On your six!” someone yelled over the cacophony of combat and the battle hymns from the Sister. He turned just in time to find himself staring down the twin barrels of a House Guard shotgun. Proteus smiled calmly and his lips began to move, presumably in some cutting slight on the Guard’s parentage, and took the full impact to his chest. Strips of meat and shredded flak vest filled the air, and Proteus tumbled backwards through a pew.
A split second later the House Guard’s neck was opened and his life fluids painted his uniform a new shade of carmine. Smoking brass pinged out of Mur’s hunting rifle. His face was blank as he thumbed another round into the breach, already lining up another shot. I couldn’t tell if his actions were a comradely retaliation or it just happened to be the clearest shot at that moment.
No matter. It was better to die for the Emperor than live for yourself. There were more pressing matters to attend to, and the weight of its augmented legs shaking the tiled floor I sat on indicated those matters had become extremely pressing. The weight of fire from the servitor was tipping the scales in their favour – Crisis was clipped by a round and sunk behind cover and Sister Leora was struck full force in her plate armour in a staggering display of sparks.
I slung my rifle over my back and unhooked the shock baton from its resting place on my hip, blindly feeling for the activation rune as I tried to keep an eye on the seven different skirmishes that were developing in the confines of the chapel. I hated how ugly and clumsy it felt in my hand when it wasn’t active.
I waited, back pressed against the pew, and prayed. All I needed was an opportunity, a brief pause in its firing solution to change ammunition hoppers, or the ticking of cooling metal as it vents heat from its overloaded weapon.
The Emperor granted me serendipity in the shape of an overweight agri-trac repairman. A warning is blurted across the chapel from the flesh voice of the Tech Adept, followed by a fizzing metal object arcing over the bullet-scarred benches. My hands were already covering my head and burying my face in my flak-lined coat. I knew what happened next.
I heard a single syllable barked from a House Guard, a muffled yelp of warning too little too late.
This is the first of a new weekly segment, Meanwhile on the Bench (or MOTB as it will inevitably be shortened to), a section looking at the many conversions and unfinished projects lying around (read: being worked on) the Dreadquill studio. Rather than shy away from public attention and treat my growing to-do list with shame and disappointment, it’s instead time to revel in the bits and pieces that go on underneath the layers of paint and swearing that make up the Dreadquill minis.
This week we introduce the first plucky bunch of Serafin House Guard, “the Glailwroth Few”, for use in our games of Rogue Trader. They are highly trained and educated field troops adapted to the brutal confines of boarding actions and void conflicts of the Serafin Dynasty fleet. They are few and far between, an elite cadre of warriors sworn to protect the Dynasty and its interests.
I am currently involved in running two separate Rogue Trader campaigns, the Serafin Dynasty and the Zini Dynasty – the former being a more political/creed/religious game, the latter being a more exploration/piracy game. In the latter, we discovered our love for playing with minis rather than tokens (bottle caps, euros, scatter dice…) and as the Captain would drag as many merry men with her as she could to every encounter, it necessitated some armsmen models.
They were great fun to build (and a pain in the ass to paint), but it left us feeling that our Serafin game was also sorely missing out on some noble cannon fodder to escort our brave Lord-Captain with her on dangerous away missions. We already had some stats for them, we had built them using the Only War regiment builder, so it was just a case of finding some models that fit the bill.
The brief was, in quintessential Captain Serafin style, brief. They were noble-born, well-equipped and well trained. They belonged to quite an old Dynasty that prides itself on artisan weaponry, and ply the space-lanes in a strange old vessel that’s even older than the Dynasty itself. Pomp and circumstance was the order of the day, and the hunt for miniatures began.
My first port of call was the same supplier I got my other armsmen off, Anvil Industry. They have an incredible range of 28mm sci fi/modern parts that you can chop and change to create unique regiments of fighters, and even a neat 3d model builder so you can preview what the parts you ordered look like. Although there were some neat combinations, none of it screamed ‘fancy-ass toffs who could kick your ass’. The hunt continued.
Many other suppliers were discounted – I needed something ideally in resin or plastic to give me the conversion opportunities I would need, and none of them had that high-tech archaic look I was going for, and somehow I ended up coming full circle round to Forge World and their incredible Solar Auxilia range. I fell in love with the Lasrifle Section, I really dig the Space Colonists vibe they have going for them, which perfectly encapsulated the feeling I wanted for the House Guard. Unfortunately, common sense won out in the end, and no matter how hard I tried I couldn’t justify the price tag. Another project for another time, maybe.
I was about to bin the whole idea when I was in my local Games Workshop eyeing up the Tempestus Scions. They were neat, but not quite what I was going for, and th-OH MY GOD THEY COME WITH MOUSTACHE HEADS. Instant purchase. Turns out in my haste to overlook ‘normal’ Games Workshop models, I didn’t realise that the Scions also come with these dope-ass berets and hard-nut heads. To the bench!
The first guy assembled was the least converted. I wanted to get a feel for the kit before I started mucking about with it. I also had quite a strict equipment list to adhere to, most of which was only sparsely represented on the sprue, so I knew a lot of converting guns was going to have to happen. For this chap, I did a simple gun swap on his left hand. The straight arm was attached to a plasma pistol, not something I wanted on his loadout, and the regular laspistol arm was bent at an angle that didn’t work well with the pose.
Everything else was just adding gubbins from my bits box. I had a bunch of Adeptus Mechanicus backpacks from another project and they fitted perfectly. They further the House Guard from the original Scions models and add that extra element of techy-weirdness that I wanted to get across. The addition of the incense burners and other religious iconography helped further the idea that I wanted these guys to be devoted to their duty and to the God Emperor, so I went overboard on reliquaries, prayer tokens and purity seals. More is more, right?
Quite content with how he turned out, I moved on to a slightly more ambitious task: how does one make a Best Quality lasgun?
Shouty telephone man was born! I needed a vox operator as the regiment specialises in electro-vox warfare, and I couldn’t bring myself to convert one just for the sake of being different from the box version. After completion, it struck me how presidential he looked, but I couldn’t figure out why. With his right side completed, I just had to figure out how to make him hold what would become an awesome-looking Serafin las rifle.
One of my inspirations was the Vostroyan Firstborn, and after having a rifle through my bits box discovered a bunch of Empire Handgunner rifles. With a bit of careful chopping of the iconic lasgun parts (the muzzle, the charge pack), some careful gluing and filling with green stuff, the look was complete. Long, ornate, form-over-function kinda feeling. It even has a wheel lock on it, which excites me because I can’t for the life of me think why you would have that on there other than to add unnecessary parts to clean.
With the “look” of the lasgun down pat, I felt comfortable knowing I could recreate it on further models. Next guy I wanted to do was a generic “guy shooting at something” pose. Holding a rifle in one hand is easy to convert, manipulating the arms and rifle butt to fit snugly into a shouldered firing position might be a bit trickier.
Yep, this was much trickier. In a strange flip-turn of events, the camera here actually hides the damage to the hands, wrists and right arm far better than you can see in person. The muzzle and charge pack swap were straight forward, but the left hand needed to be hollowed out completely to fit further up the rifle to make room for the charge pack in the same place as the first one I made. D’oy.
The right arm also needed a complete remodelling. The default hellgun stock looked radically different from the artisan wooden stock of the Empire handgun, and I’d lose a massive amount of the charm if I had to chop off the rifle grip and hand guard in favour of the easier hellgun option. Essentially both the rifle and the arm had massive amounts of painstaking scalpel work to shave each section down so they joined together as seamlessly as possible. Luckily after spraying, you didn’t notice the join at all, which I was quite chuffed with.
Oh yes, and it was at this point that I realised how fucking fragile the radio masts are on the Scion bodies, note the paperclip replacement.
Next I needed some ‘utility’ guys to round off my selection. I wasn’t sure what models I would need until we played some games, so I wanted to have as large a spread of options to choose from (and I didn’t want to convert up any more of those rifles unless I absolutely needed to).
This guy was straightforward – two arms straight off the sprue. He’s the medic, but would also double up as “House Guard NPC carrying the plot maguffin”. I love the weird Gears of War-esque pistol-chainblade thing he has. Although chainblades aren’t rare in 40k, I’ve never seen one on a pistol before, and I couldn’t quite place what kind of weapon it was. It has the middle and rear of a hellpistol, but not the barrel or muzzle. Who knows, it looked cool. Easy conversion, onto the last guy!
In my dismay I realised that electro-vox warfare also covered the use of scanners and auspexes, so I would need to convert someone holding one. The left arm was a straightforward lift from the sprues, and I evaded converting another rifle by using one of the holstered guns from the box set as well, just changing the stock to make it look a bit more appropriate. The Auspex was hard though, I couldn’t find any ‘open’ right hands, they were all taken up with holding weapons in some way or another. I made a note to look online to order some more to fill my ranks, but that wouldn’t help me in the short term!
Luckily from a previous Anvil order I had picked up a load of bionic limbs, and one of them was an open bionic left hand for holding rifles. A little thumb realignment surgery and (I think) cunningly hiding it behind the auspex was all I needed to convince the casual looker that he was holding an auspex with his thumb on the correct side. Result!
All in all I was very happy with how they came out. I had been given a vague colour scheme to work with – white, gold and ice blue, and I could visualise those working with the esoteric mix of high-tech and religious iconography that these guys are draped in, but that would be another job for another time.
If you wanted to use the Glailwroth Few in your own games, or you just fancied having a look, you can check out the stats, equipment and backstory for them here.
“Emperor preserve us, Asus Prime is the only planet I’ve known that you can smell from space. Penal states, prison nations, cheap labour and, unfortunately, where our target is lurking. Quick in and out – we don’t want to be about when the chain gangs find out there are offworlders in a security blind spot…”
The Asus Prime Kidnapping is a short mission between two small insertion forces on the prison planet of Asus Prime, both trying to collar a person of interest in both their investigations; a middle man for a xenos artifact smuggling ring called Krannich.
The fight takes part in a security blind spot, a loading bay near Krannich’s area of operation. It has been specially selected as a place that is overlooked by the local enforcers and relatively devoid of roving chain gang patrols – the perfect place for a shady meetup.
In the north of the map, Inquisitor Jekt is accompanied by a hardened ganger called Conan the Unkillable. Jekt is a dirty fighter, relying on brute force and underhand tactics to overcome his foes, and Conan is a mercenary with a powerful healing mutation. Inquisitor Jekt had inserted onto the planet with the intention of dragging Krannich off for interrogation to find out how deep this smuggling ring goes.
In the south, Takoda Tedd and Major Farideigh are sneaking in to try and capture Krannich as well. Tedd is a trusted ally of Inquisitor Xerxas who has several interests on Asus Prime and carefully controls and monitors the flow of artifacts on the planet but Krannich is upsetting that balance of power. Tedd is accompanied by Farideigh, an old warden on Asus Prime and now a powerful ally in sneaking past the light sequences and guard patrols to close on their target. They need Krannich alive to find out who instructed him to muscle in on Xerxas’ turf.
In the centre of the arena is Krannich, two of his goons, a loading servitor and a Penal guard watching over the loading area. Krannich believes he is meeting a contact looking to buy a new batch of xenos curios from him. Little does he know that it was a decoy to lure him away from his safety net, and now he has two Inquisitors circling the loading bay, waiting for their time to strike.
It is dawn, and the crimson sun of Asus has begun its slow crawl across the horizon. Owing to the low light and the constant throb of nearby industry, there is a -20 to Awareness tests for hearing, and sight is reduced to 1/5th of a character’s Initiative. Anything over that is a -2 penalty per inch to Awareness tests for sight.
There are also roving chain gangs, albeit some distance away. If/when either of the warbands sound the alarm, they will only have six turns to grab the goods and make it off the board before a horde of angry servo-enhanced chain gangers arrive to butcher everything in sight.
The loading servitor remains (largely) neutral. He’s got a job to do, and by the Omnissiah he’ll do it against all odds. He doesn’t care for the fate of the galaxy, the battle for the Emperor’s soul, or the conflicting ideologies of two radical Inquisitors over the supply and demand of xenos artifacts. All he cares about is getting those damn crates on that damn truck, and he’ll be oblivious to anything otherwise. After all, who on Terra would really need to mess with crates of ore or a knackered loading truck when the fate of billions of souls are at stake?
The game begins, and both players have openly committed to a sneaky approach. With only two characters each, and a good mix of Initiative and Speed orders, the game goes back and forth between the players very quickly. Even with Sneak actions, the players rapidly move forwards to their targets while the guards amble around (using a scatter dice) and the loading servitor carries out his to-do list for the day.
The first event is Major Farideigh taking is upon himself to see to the outlying Penal guard called Zaal. His dust mask and rebreather don’t help him hear the Major noisily clanging his way up the ladder right near their starting corner. By the grace of the Emperor, he walks clean over the Major’s head and stares longingly off into the distance on the other side of the tower.
In the other corner, Conan and Jekt are making great progress. Jekt dives behind the truck, waiting for the patrol of the servitor to grant him the cover he needs to circle round clockwise and approach the meeting point from the east. At this point, the players are still unsure of the servitor’s motivations, so are treating it with due suspicion.
Meanwhile, Farideigh has seen his moment to strike. He leaps up behind Zaal and puts him into a Militarum Death Grip, determined to take him out silently and efficiently. At this point, it’s worth noting that we were at somewhat of a loss of how to deal with this combat using the Inquisitor rules as written, as we felt that the normal unarmed sneak attack wasn’t really appropriate. We borrowed the Grappling rules from Dark Heresy to keep the game flowing – opposed Strength checks (with a bonus to the grappler for getting the jump on Zaal) to either cause damage or break free. It is a tense few turns of Zaal going bluer and bluer in the face…
Meanwhile Jekt is still trying to find an opening between crate runs to make a break for it. Conan, on the other hand, decides the best way to complete this stealth run is by fucking everything up in the biggest, loudest way possible. He piles into the truck and starts looking for the On Button.
There is a quite crumpling sound in the distance as Zaal goes tumbling off the character roster.
During this exchange, Takoda Tedd has been making a beeline for the meeting point. He has ducked and weaved through the guards quite expertly, pushing himself up against a window to eavesdrop anything interesting from inside. One of them hears movement outside, but sees nothing and makes the professional bodyguard decision not to follow up on that line of inquiry.
Jekt reckons he has figured out the servitor’s pattern and is ready to make a dash for it, and Conan has found the keys to the truck underneath the overhead sun visor (damn those critical success 001 rolls).
Jekt dashes behind cover just as the hauler truck roars into life and suddenly lurches forwards. It is at this point that Conan realises his plan extended only to starting the truck, and he plows it through a pile of barrels.
The loading servitor has to accelerate to a jog to place his second crate, but by the Emperor he takes pride in his work. The truck belches smog and noise as Conan cackles hysterically at the wheel. The guards correctly determine that this commotion is probably beyond the work of rats and pile outside to investigate.
As Conan prepares to receive the award for Greatest Distraction Ever, Jekt secretes himself into the shadows to observe the guards and determine the best time to strike.
Conan wedges the throttle open and bails out of the moving truck as it careens through more scenery and off the board. Luckily for him there’s some nice soft concrete blocks and steel barrels to break his fall and he survives the incident without a scratch. A great cracking sound is heard for miles around as you hear the servitor’s heart breaking – how will he ever deliver the final crate now?
During this commotion, Farideigh and Tedd are alerted to the presence of another party. They don’t know who else it could be, but whoever it is has clearly upset the guards and made some kind of distraction. Never one to waste a good thing, Farideigh drops from his tower and moves towards the meeting point. Tedd meanwhile commando rolls in through the window, just in time to come face to face with the guards returning to check in on their boss.
They draw their weapons and Tedd fumbles for his guns, both apparently victims of the element of surprise. Tedd squeezes a few shots off but they explode off the hab walls around his target.
Jekt has found his opportunity to strike. The guards have been distracted by another distraction, and he draws his crackling power sword and moves in to butcher them. These guards, not burdened with an abundance of critical thinking skills are instead apparently expert swordsmen, and avoid all the incoming attacks from the Inquisitor and the gunfighter.
Jekt manoeuvres one of the guards out of the doorway onto level ground to better his chances. The other guard steps in to try and carve up Tedd. A very dejected loading servitor returns to make his final delivery.
In the meantime, Conan has pulled himself together and found a little hidey hole to watch the carnage unfold. He is pretty pleased with himself at this point, and decides to never roll any more actions for the remainder of the game as a little reward to himself for being so great.
Jekt makes short work of the first guard. One blow is all it takes, cleaving him from shoulder to hip in a pretty brutal display of a power sword’s effectiveness.
Tedd catches a sword to the arm which throws his aim off, and he’s unable to cause any significant damage to the guard to stop him raining blows down on him. Farideigh is still to far away to assist, so it looks like Tedd may fall to the hapless NPC guards!
Jekt steps in to combat the second guard, inadvertently saving Tedd’s bacon and freeing him up for more thrilling heroics. The second guard is cut down with ease, and Tedd unleashes a torrent of fire at the imposing silhouette in the doorway. They connect but only stagger the Inquisitor, not causing enough damage to save Tedd from becoming power sword confetti. If only there was another unwitting third party to rescue him!
Jekt is grabbed by the clamps of the disgruntled work force and finds himself locked in mortal combat with the loading machinery. He laughs in the face of such danger, until he sees the damage stats for those power clamps.
Tedd is never one to look a gift horse in the mouth for a third time, and immediately rushes for Krannich. Luckily he is small, lightweight and pliable in his old age, so Tedd tucks him under his arm and makes a break for it.
Unfortunately for Jekt, he is unaware that the mission is slipping away from him clamp by clamp, as he tries to land a finishing blow on the servitor without losing an arm to the angry plant machinery.
Farideigh arrives, although he apparently was here for several turns, just “waiting for the right time to strike”. Tedd is unconvinced. They defenestrate Krannich.
Jekt lands a clean blow on the loading servitor, severing its head completely from its body. He is tired, sweaty and covered in blood and clamp fluid. At least he’s cleared the area single handedly, and can go on to claim the VIP for himself, right?
During this terse exchange, Tedd and Farideigh have exfiltrated the hab and are about to begin their final leg to the board edge. Only a handful of successful Sprint actions are between them and victory…
As Farideigh barrels off with the VIP under one arm, Tedd is ambushed by a fusillade of fire from an unseen gunman on overwatch! Conan had apparently spent the entire game moving a grand total of twenty inches waiting for his time to strike.
Farideigh is inches from the board edge. He only needs two run actions or one non-risky Sprint action to sieze the day. He has decided that discretion is the better part of valour, and Tedd can take care of himself.
Inquisitor Jekt suddenly bears down on him brandishing his big angry power sword, intent on carving Farideigh a few new breathing holes. He only needs to wound Farideigh enough to slow him or knock Krannich from his grasp.
He swings and misses over and over, Farideigh’s survival instincts being too strong to allow himself to be hit by the hissing energy blade. When it comes to Farideigh’s turn, he only needs to pass a single Initiative check to break from combat and seize a victory.
The dice tumble and it comes up a success. Farideigh breaks from combat, crosses the board edge and wins the day.
So it was a victory for Xerxas’ crew, Tedd and Farideigh, although a phyrric one. Tedd is badly injured and left to the devices of Jekt and Conan, although whether they stick around to secure him or flee the now painfully close angry chain gang (2 turns left!) is a story for another time.
Jekt is a new character from one of the players, and this was an opportunity to play test him in the field. He has a host of weird and interesting bits of kit, such as wrist-mounted single shot webbers, caltrops and poison dart launchers to emphasize his dirty fighting style. Many of them were left unused, as the sheer awesomeness of the power sword was too much to contend with. The fact he cut down three NPCs in quick succession only highlighted this, with some points that he might be a bit too overpowered being countered with an understanding that he never really came up against someone his equal – he was an Inquisitor standing in a field of faceless unarmoured goons. What did they expect to happen? Expect to see Jekt pop up again in the future for further road testing.
We were left feeling a little let down by Tedd, whose prowess in the field over many years of service has given him quite the reputation for being the last word in a hollow-point argument, but he was routinely unable to land anything more than glancing blows on even the unarmoured characters.
Conan was another new character as well – he was never injured so we couldn’t test out the strength of his Regeneration mutation, so he’ll likely be popping up again in the future and given a good seeing-to. His gun is strong but he’s not a brilliant shot (low 50s), so we felt it balanced out.
Farideigh was contending Jekt for Most Valuable Player – silently taking out the Penal guard, reaching the hab unnoticed and then snatching the VIP out from underneath Jekt’s nose without firing a shot. There were many times he intended to lay down cover from a smoke grenade or take a few pot shots into close combat to try and save Tedd, but a dud grenade roll and a constantly shifting three-way combat means he never had a safe shot to take.
Overall a thoroughly enjoyable match to partake in. Two characters aside made the game fly by, with players always rolling dice with nary a breathing space between characters. It’s a dangerous thing though, with only two characters each, if one is even slightly inconvenienced (like being pinned or stunned for a turn) you are suddenly at a massive disadvantage. Both players managed to make it through to the final turn without any characters suffering though, and we were all genuinely surprised at how well the sneaky tactics worked.
We’ll be seeing Jekt and Conan return in another story, likely to follow up any secondary leads to Krannich and his smuggling ring. Although Farideigh escaped with Krannich, his loyalty lied with Tedd and Tedd’s master. With Tedd’s fate unclear (is he at the mercy of Jekt, the roving chain gang, or did he slip away), Farideigh is at an impasse. Stick with the mission and turn Krannich over to Xerxas, or see if his own master would be interested in such a valuable asset…?
There was no noise save the crunch of broken glass underfoot and the last tapering exhale of the grav-chutes. The fireworks of battle could be made out beyond the reinforced stained glass behind the altar at the northern end of the shrine, but their report was muffled by the cold stone walls.
It’s size was modest, easily capable of housing some fifty worshippers at a time. Not enough for every soul on the estate, but certainly those of import. The walls were clogged with beautiful woven tapestries of Imperial saints and incense burners swung gently from the high vaulted ceiling. Rows of hand carved pews that had once stood rank and file for daily worship were being rearranged into defensive positions around the doors. Our master was wise to send us through the ceiling.
My heavy caliber autorifle was levelled at the nearest figure, who was still reeling from the shock of our insertion and my proclamation. He was one of half a dozen others I counted as we arrives, all clad in the flamboyance and artisanry expected of the House Guard of a powerful lineage. He was young, less than 20, but his features had been aged beyond his years by horror. His skull shook in a carapace helmet that was several sizes too large.
He was alive because Imperial law demanded it. If I were a common thug or gang-coloured butcher he would already have several fist-sized holes punched through his centre mass. The law affords him no rights, no guarantee of fair trial or treatment, only a single gossamer-thin opportunity: redemption. I repeated my proclamation and clarified our intent for those who had not been paying attention.
“Imperial Inquisition, drop your weapons! Your Master has been thrice-damned by a jury of your peers for the capital crime of heresy! All servants and members of the House of Rauth are considered Not Innocent by extension, your degree of guilt will be decided by the next actions you take, so I repeat – drop your weapons!”
It was so quiet in those following moments you could hear the squeaking of scales in their heads as they weighed their options. The iron fist of Imperial justice is purer than the fires of Sol that birthed holy Terra, and heavier than all the men, women and children who have shed blood in service to the Golden Throne. How could these poor fools possibly fancy their chances against such an absolute?
They did anyway. The boy’s panicked hand leapt for his sidearm but mine was already primed. With a squeeze of a trigger, the silence in the chapel was shattered in the same way as thunder rends the sky.